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Dev Diary #162 - Steppe by Steppe

Note: You can listen to today's Dev Diary here!

Өглөөний мэнд!

I am here to welcome you to a special kind of Development Diary – It's the first of a series, but the rest will come later and not in the following weeks. We're working on a comprehensive system for the Nomads of the Steppe, and while we are knee-deep in the production of the expansion, we still want to introduce you to the features as soon as possible, with the aim of collecting feedback and acting on it during our approaching iteration phase.

For that reason we are showing screenshots earlier than usual, so do keep in mind that all shown here is still a work in progress.

Therefore, some small caveats:
  • Layouts, visuals, and other aspects of the UI may change as we continue to refine these systems.
  • The map set up is also not final and we are open to feedback.
  • All values and numbers are still subject to balancing, and some of them are mere placeholders while we work on the features.
  • This is an overview of the next DLC. The following Dev Diaries will go more in depth about all features at a later date – we need time to act on the feedback we get from you, so dev diaries for this update will not be releasing weekly just yet.



Nomadic Government

At the core of this update lies the new Nomadic Government. This new government type is heavily inspired by the rulers of the Eurasian Steppe, and puts a heavy emphasis on herd, might, and land.

image-01.png

[Initial distribution in 1178.]

But what do we mean by that?

Herd

Your cattle and horses are represented by a new currency only available to Nomads called "Herd". In the Steppe, Herd is incredibly valuable and plays a big role in how other Nomads perceive you: it can be used for ransoming, dowry, bribes and even be stolen via a scheme or raiding. It controls who the Cultural Head is and serves as a gate for increasing Dominance (we will talk more about this later in this Diary).

Herd is obtained both through the land by exploiting its Fertility and through your Nomadic subjects via their contracts, since Nomads don't have a stable income. We will talk more in depth about this in the "Land" section below.

One of the main changes when it comes to Nomads is that they do not use levies. Instead, they transform a percentage of their Herd into Horde Riders.

Horde Riders are the most basic type of Men-at-Arms that Nomads have access to. However, these Riders can be then upgraded to better MAAs types, such as Horse Archers, for a cost of gold. These numbers don't come from a vacuum, however; if I want to create 100 Horse Archers, then I will lose 100 Horde Riders as they are converted into the new unit.

Basic Horde Riders don't have an associated maintenance cost, but the other MAAs do in the form of monthly prestige.

We've opted for this change because warring was an essential part of the Steppe life, and levies did not exist per se, as every able warrior would be called when the time was needed. From a more mechanical standpoint, we wanted Nomads to have fewer, but stronger and more significant, MAAs.

image-02.png


The percentage depicted in the screenshot above represents what percentage of your Herd can be converted into Horde, as not all of them are mounts suitable for war. This percentage can be affected by yurt buildings, dynasty perks, character modifiers and other factors.

image-03.png

[Extremely WIP, we are aware of some issues like the Maintenance cost not being displayed]

To reflect the importance of your people, the names on a Nomadic map are also different from our regular naming conventions. It is the Borjigin Mongols that move across the map, not the Duchy of Örgöö.

The Cultural Head gets to take the cultural name (The Mongols), while the smaller rulers have a combination of their House Name + Culture (The Borjigin Mongols). To better reflect the dynamics of the Steppe, we have also changed the way that the Cultural Head is selected in Nomadic governments: the ruler with the biggest Herd becomes the Head instead, independently of their title.

The names on the map, as well as this naming convention using culture are still work in progress, and we are open to hear your suggestions.

image-04.png

[Note that we may remove the "The" to make the titles more readable.]



Might

In the Steppe, might makes right. Titles are not as important as actual strength, and to reflect this we've made a series of changes that only affect Nomads.

Nomadic rulers have access to Dominance, a measurement of their perceived power. Low Dominance implies a relatively insignificant chieftain, while the maximum Dominance represents the rise of Genghis Khan.

Dominance is a fixed scale, a mountain that Nomads have to climb, with each level being a hard-achieved goal that each ruler must work towards. Only those who have a Herd of a significant enough size are allowed to reach the next level.

Dominance affects things such as Vassal and Domain limits, with the lower levels having a very reduced number of both, but with higher levels offering impressive bonuses. Dominance also governs the tiers that you are allowed to target during your migration (more on this in "Land"), access to special Men-at-Arms, title and vassal revocation, settlement outside of the Steppe, flavourful decisions and more.

Obedience

You'll need loyal followers if you're going to take over the world – and it does not matter by what means you've ensured their loyalty.

Obedience is a binary state – either you are obedient or not. Every character that's a subject or courtier has Obedience towards their overlord. Obedience works as a threshold; if a character is below the threshold then they will be unruly, plotting against their overlord or just having general acceptance maluses to various interactions. However, if a character is above the threshold then they will not form factions, start hostile schemes against their liege, and – more importantly – will take their side during the Kurultai succession by voting for whichever heir was your preferred one. The Kurultai is formed by special members of your Council, and having them on your side is extremely important for Nomads.

Obedience is calculated based on several parameters like the relationship with the other character, friendship, their traits and whether you have granted them a Kurultai or Court Position.

image-05.png




Land

Nomads grow their Herd by extracting Fertility from the land. Thus, migrating becomes an important part of their loop in the early stages of the game, when their realms are not big enough to accommodate the horde.

County Fertility is calculated primarily based on the terrain type. Nomads deplete Fertility of the counties they hold until it stabilises at a fixed number where the Herd can be maintained. This number is mostly affected by the domain size, but Stewardship, dynasty perks, yurt buildings and other character modifiers can affect it.

image-06.png


Migration

When the Domain Fertility is depleted, it's time to migrate.

Migration targets de jure titles, and the available title tiers you can target depend on your level of Dominance. A Nomadic ruler of Dominance level 2 can only target counties and duchies, whereas someone with level 3 can target kingdoms as well.

This means that smaller rulers should migrate frequently, either find abandoned lands occupied by Herders, or subjugate themselves before bigger rulers. Bigger rulers in the Steppe should, on the other hand, adopt a more sedentary way of life and demand Obedience and Tribute from rulers in their sphere.

image-07.png

[This panel is subject to reorganizations and reworks.]

The migration screen allows you to negotiate with the local rulers. If two or more independent rulers occupy the same de jure territory, then the ruler with the highest Herd leads the negotiations with you. You can use gold, herd, or a hook to bribe them, and their acceptance depends on their relationship with you, your Dominance level relative to theirs, your Prestige, Prowess, Herd size, their traits, and other minor factors.

If they accept, you will start a travel plan that will take you and your herd to the desired location. If the location had already been suggested by perhaps a courtier you may get some extra bonuses for following the desires of your people.

image-08.png


However, many nomads may refuse to give up their lands, especially if they have a high level of Dominance and find themselves pretty comfortable where they are. In those cases, one must resort to war.

image-09.png

[Total soldiers aren't being calculated in this screenshot. Keep in mind that this is from a development build!]

Migration wars allow the attacker to take the lands by means of force.

The targeted ruler will be either displaced to their other lands if they hold any titles outside of the de jure, or be made landless – similar to Administrative Noble Families or Adventurers. While landless, Nomads keep their yurts and upgrades but can't grow their Herd due to the lack of stable access to Fertility. They roam the Steppe in search of a new place to set up their tents.

No matter how you choose to migrate, your Obedient vassals will follow you, while non obedient ones will keep their titles and lands and stay where they were. The lands that you leave behind will be occupied by someone else entirely…

Herders

Nomads are not the only rulers that inhabit the Steppe. A new unplayable government type called "Herder" populates the map with shepherds that wander small counties. Herders replenish Fertility over time, and are extremely easy to displace, given their lack of armies. They are the ones occupying those counties left behind by migrations.

Having a Herder as a subject is still possible, however, and they will pay a small, fixed rate of herd based on their county's fertility.

One may also choose to voluntarily abandon one of their counties to a local herder, in the hopes that they will replenish Fertility quick enough for them to seize it back. The Steppe is not merciful, however, and another Nomad ruler may be faster than you.

image-10.png

[We indeed have several sheep variations.]



The Great Steppe

Life in the Steppe is not easy, and being at the mercy of the weather and pasture quality is something that nomads have had to adjust to since time immemorial (up to this day, in fact). To reflect this, we've created a seasonal system that governs the general climate of the steppe.

The Great Steppe is divided into three subregions: Western, Central and Eastern, each of them with their own season.

image-11.png

[Another very WIP screenshot, artpass pending.]

Seasons affect the Fertility of the subregion, as a White Zud creates a thick layer of snow that prevents the animals from grazing, while a more moderate and warm weather offers the perfect climate for pastoring.

That’s not the only effect they have though, as different seasons also change the general mood within Nomads. If a ruler extorts their vassals for Herd during an Abundant Grazing season, then they will receive more than usual, and a Severe Drought will promote characters to migrate even more than usual.

The two special and rare seasons of Havsarsan Zud and the Blessing of the Blue Sky explore these effects even further, with the Blessing amply increasing the Fertility of the subregion and the terrible Havsarsan Zud allowing rulers to take a desperate stance, making all of their subjects obedient and getting an invasion CB on settled people. One of the academic reasons given for the Mongolian Invasion is, after all, the lack of pasture in the Steppe at that point in time.

Your Stargazer can also help predict the next season depending on their aptitude. More on this in upcoming diaries!

The Gurkhan

Only one character in the entire Steppe can go on to the highest level of Dominance and become the Greatest of Khans, but we will provide you with tools to stop them.

The Gurkhan is whoever has the largest Herd within the Great Steppe. They are on their way to reach the highest Dominance and are a threat to all. Confederations may form to target them, while hostile scheming and wars may target them more frequently, and the Gurkhan will have to prove that they deserve their seat.



Your Yurt

Nomads have no buildings. Whatever they build is carried with them when they migrate. To represent this, Nomadic Holdings cannot have any other buildings than some basic corrals, but in turn they have access to a new domicile type: the Yurt Settlement.

Yurt Settlements have a main yurt that can be upgraded internally, and several other specialised buildings that give upgrades to pasture management, warfare, diplomacy, raiding, and more.

image-12.png

[Names and art are not final]

Tributaries

During this Development Diary, you may have observed my careful use of "Subject" instead of "Vassal", and here is the reason why.

Tributaries are a new and looser type of subject introduced with this expansion. Nomadic Tributaries specifically have some unique qualities to them.

The Tributary Contract governs the levels of Obligations (or Tribute) that they may pay to their Suzerain. While the tribute is being, sent all is well and a truce is held between the two of them. The tributary relationship is even inherited across generations.

However, tributaries may become unruly over time, and if the suzerain doesn't look that threatening to them then they may eventually opt to stop paying tribute. To bring them back into the fold, a former suzerain can bring them back under tribute by force, pacifying them and extracting both resources and prestige to a greater extent.

Nomadic Tributaries offer a payment in herd, while settled tributaries give gold to their Nomadic suzerains.

image-13.png

image-14.png

[Art and map visualization are still in progress.]

Tributaries can be obtained through a Character Interaction to Demand Tribute or through a Casus Belli. A ruler may also voluntarily offer themselves as Tribute to a Nomadic Ruler to ensure that their lands are spared from destruction.

As with the other features covered in this dev diary, we will do a deep dive on the Tributary system at a later date.

Confederations

With the rise of all these powerful and dangerous khans in the Steppe, lower-tier Nomadic rulers may decide to band together against a bigger enemy through forming a Confederation.

For those in a Confederation, an assault on one member is an affront against all members, so everyone in a Confederation joins defensive wars being fought by fellow members. This potent defensive power is balanced against checks on expansion: as long as they belong to their Confederation, members cannot increase their Dominance or create new titles.

Raid Intents

Raiding is one of the main ways Nomads have to get access to Gold. Given the importance that raiding had in their society, we have decided to expand this feature by adding Raid Intents.

A Raid Intent allows to set a desired outcome of the raiding: you may want to raid to capture interesting characters, steal your neighbors' cattle, or simply burn their property to the ground.

image-15.png

[Art and names are placeholder, so are the intents themselves as we may change or tweak them.]

Some of the Raid Intents will also be available for Tribal characters, while others need specific Nomadic unlocks.

Nomadic Flavor

Lastly, we are adding a number of new Character Interactions, Decisions, Activity Types, a new Vassal Stance, Events, and more focused on unique Nomadic flavour. Genghis Khan's famous storyline and Mongolian specific events will, of course, also make an appearance.

Expect to see a Kurultai, Blood Brotherhoods, Paizas and Kublai Khan's famous Pleasure Dome. More on this to come.

There are many things that we have left out of this Diary because our focus is on the main mechanical features introduced with this expansion, but we will come back to all of this in more detail in the future.

Thanks for reading. We are eagerly awaiting your thoughts and feedback.
 
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I may be late to the party, but hopefully someone at Paradox will see this.

The Seljuk Empire in 1066 and the Sultanate of Rum in 1178 should have some nomadic vassals or have nomadic hordes spawned within their realms at game start. Historically, they were the ones behind the invasions of byzantine Anatolia in the 1070s and 1300s. As I understand it, they were subordinate to their respective sultans, but they retained some sort of independence towards them, and were broadly free to roam around and raid neighbouring realms. This would also neatly tie-in with Roads to Power, by bringing together the two DLCs with flavor that could benefit both of them.
I think the argument could also be made for the Pechenegs in 1066, for the exact same reasons (although their invasion of Bulgaria ultimately failed thanks to Alexios I "Absolute Chad" Komnenos). Alternatively, their realm could also be made into a Nomadic realm at game start, though it apparently lies outside of the Great Steppe.

Anyway, I really like everything I've seen in this DD and things are looking great for the horsey bois of the steppes!
 
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I am actually against numbing down "representations" and something as important in this time period as migration and cultural movement to be something miniscule like modifier.. For example, Islam was primarily spread through Asia through trade route and intermarriage with the locals, not to mention the cultural tension and intermingling through conquests. Cultures moves through people and languange, and this will never be covered by the concept that is "modifier". I am not saying it should be old Stellaris pop system, but a pop mechanic is absolutely necessary.
Let's say you have 5 pops in a county, 1 of culture A and 4 of culture B.

Let's say you don't have pops, but instead you have 20% culture A and 80% culture B.

What's the meaningful difference?

I just don't see how pops are "absolutely necessary."
 
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Let's say you have 5 pops in a county, 1 of culture A and 4 of culture B.

Let's say you don't have pops, but instead you have 20% culture A and 80% culture B.

What's the meaningful difference?

I just don't see how pops are "absolutely necessary."
I agree. I understand why people might want a POP system, but I'll restate my earlier point that it feels like inserting a ton of needless granular detail for it's own sake
 
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I agree. I understand why people might want a POP system, but I'll restate my earlier point that it feels like inserting a ton of needless granular detail for it's own sake
I am thinking a pressure system similar to what Civ 6 has might be a way to spread faith passively. A pop system would not be necessary to implement such a system.
 
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Let's say you have 5 pops in a county, 1 of culture A and 4 of culture B.

Let's say you don't have pops, but instead you have 20% culture A and 80% culture B.

What's the meaningful difference?

I just don't see how pops are "absolutely necessary."
Pops are also resource intensive, look at stellaris:
they had no pops at the start, adopted the pop system, tried an alternate pop system in the machine age DLC and are now massively removing pops
 
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Nomads should be able to extract fertility outside the Great Steppe, but it should only be counties they hold and it should always start out at 0 to prevent exploiting title granting and revocation. And instead of spawning herders, nomads that migrate outside the Great Steppe would leave behind new rulers of the appropriate government type. That's all that really needs to be implemented for it to work. Anything else is just balancing so that the areas outside the Great Steppe are not as viable as areas within it are.

Each level of development should reduce fertility growth by let's say -5%, so at 20 development there's no fertility growth unless you have some other modifiers.
Winter severity should cause fertility decline, -2/-5/-10 for each level of severity.
Here's an idea on how to make terrain affect fertility.
  • Steppe:
    • -20% fertility growth
    • Negated by: Horse Lords, Pastorialists
  • Plains:
    • -30% fertility growth
  • Farmlands & Floodplains:
    • -80% fertility growth
  • Wetlands:
    • -70% fertility growth
    • Mitigated by: Wetlanders (down to -35%)
  • Drylands:
    • -40% fertility growth
    • Negated by: Irrigation experts, Dryland Dwellers
  • Taiga:
    • -80% fertility growth
    • Mitigated by: Forest Folk, Forest Wardens (down to -40%)
  • Forest:
    • -60% fertility growth
    • Mitigated by: Forest Folk, Forest Wardens (down to -30%)
  • Jungle:
    • -90% fertility growth
  • Hills:
    • -30% fertility growth
    • Negated by: Hill Dwellers
  • Mountains:
    • -90% fertility growth
    • Mitigated by: Mountain Homes (down to -30%)
  • Desert Mountains:
    • -90% fertility growth
    • Mitigated by: Mountain Homes, Saharan Nomads, Desert Travelers (down to -30%)
  • Desert:
    • -50% fertility growth
    • Negated by: Saharan Nomads, Desert Travelers
  • Oasis:
    • -20% fertility growth
    • Negated by: Saharan Nomads, Desert Travelers, Irrigation Experts, Dryland Dwellers
The end result would be that expanding outside the Great Steppe would be a real struggle, but not impossible.
 
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I agree, fertility needs to be a game wide system ( you can then build on it later for agrarian societies to have famines and good harvests and bad harvests. These would be very important micro events and major events to affect county happiness and legitimacy and control and development. Plz do it. ). Nomads should be able to be a dynamic force that comes in and ruins an area or turns it into a wild fields :D
 
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So, my day job is as a professor of medieval history, and one of my specialties is Mongol history. I have lots of comments - this is a first draft of ideas I am working with, I will be workshopping and expanding these elsewhere.

Strong Additions: What Works Well

Might & Obedience: The Might and Obedience systems do an excellent job of capturing the core of Mongol rule—where power wasn’t just about land but about people, submission, and the ability to enforce dominance. Might reflects the steppe reality that strength was measured in warriors and mobility rather than static borders, while Obedience reinforces the idea that rule was based on loyalty, fear, and rewards rather than bureaucratic administration. Together, they create a dynamic system that feels true to how the Mongols expanded and maintained their empire, balancing ruthless conquest with strategic governance.

Tributaries: Replacing “Vassals” with “Subjects” and adjusting the mechanics to fit nomadic governance is a welcome change. The distinction between Nomadic Tributaries, who pay in livestock, and Settled Tributaries, who provide gold, adds an extra layer of authenticity. Well done.

Confederations: This system is a great addition, as it mirrors the real-life political shifts seen during Temujin’s rise. Alliances were often fluid, formed to counterbalance the most powerful faction, and this mechanic reflects that well.

Raid Intents: The ability to declare Raid Intents is fantastic. However, there’s one historically significant aspect missing: raiding to acquire wives or concubines. This was an essential part of Mongol history, affecting figures like Temujin’s wife and his mother. A specific Bride Raiding intent would add depth and historical accuracy.

Land & Special Holdings: The idea that Mongol rulers don’t build structures in fixed holdings, but instead rely on a mobile Domicile, is spot on. Nomadic power was built on movement and adaptability, not static fortifications.

Room for Improvement: Historical Adjustments Needed

1. Herd Mechanics: A Solid Foundation, But the Numbers Are Off

One of the most impressive aspects of the Dev Diary is the Herd system, which makes perfect sense as a core mechanic for steppe gameplay. Herds function as both an economic and military resource—directly impacting the number of men-at-arms a ruler can field—which is a great design choice. However, the current numbers feel too low.

The Dev Diary shows that with a herd of 965 animals, a ruler can field 579 Horde Riders. This is far below historical reality. Steppe societies managed vast numbers of horses per warrior. John of Plano Carpini, a 13th-century European envoy, estimated that each Mongol warrior had between 3 and 10 horses at their disposal. Rashid al-Din, a Persian historian writing a century later, noted some warriors had up to 20 mounts. This allowed them to rotate horses for endurance. Higher-tier cavalry should require more horses, but also deliver superior combat performance.

2. Renaming the Lands: A Small Change with Big Impact

One of the best aspects of the update is the renaming of steppe regions to reflect their actual tribal structures. Instead of artificial duchies and counties, we now see “The Naiman” or “The Borjigin Mongols.” This change reinforces the fact that steppe power was organized around shifting tribal alliances rather than fixed territorial claims.

That said, the map still needs some key tribes to fully capture the story of Genghis Khan’s rise. The Merkit and the Tatars are missing, even though they played pivotal roles. A slight map expansion eastward to include them—and to connect with the Tanguts—would greatly enhance historical immersion. Additionally, a special province representing Burkhan Khaldun, Genghis Khan’s sacred mountain, would be a nice touch. It should grant prestige and piety but remain uninhabitable.

3. Migration Mechanics: Two Systems Are Being Confused

This is the most frustrating part of the Dev Diary. The migration system as described conflates two distinct historical realities:

  1. Annual Nomadic Migration – Mongols and other steppe peoples moved seasonally, shifting between winter valleys and summer pastures. This was a structured, predictable cycle, not a chaotic upheaval.
  2. Climate-Driven Large-Scale Migrations – The Dev Diary suggests that climate hardship was a primary driver of Mongol expansion. However, this is backward. The Mongols rose to power during a period of favorable climate conditions that allowed them to support a larger, more specialized population. The Mongol Empire’s decline, by contrast, coincided with worsening climate conditions.
Separating these mechanics into Seasonal Migration and Crisis Migration would more accurately reflect historical patterns.

Additional Suggestions

  • Qurultais Should Be More Frequent: Right now, Qurultais seem limited to succession. In reality, they were also called before major invasions or political decisions.
  • More Steppe Characters: At present, we only have Ong Khan and a baby Subedei. More historical figures would flesh out the world.
  • Relaxed Inter-Religious Marriage Rules for Nomads: Historically, steppe rulers married across religious lines far more freely than their settled counterparts.

 
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Eliminating season migration is an acceptable break from reality. It would be pretty tedious and potentially game engine stress inducing if all nomads were required to move every 6 months or so.
 
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Eliminating season migration is an acceptable break from reality. It would be pretty tedious and potentially game engine stress inducing if all nomads were required to move every 6 months or so.
I would have a "Summer Camp" and "Winter Camp" locations you can set - and you can migrate between them automatically every year, you'd just watch the yurt travel across the map on the regular circuit, which you could update when fertility gets low or your realm grows.
 
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I would have a "Summer Camp" and "Winter Camp" locations you can set - and you can migrate between them automatically every year, you'd just watch the yurt travel across the map on the regular circuit, which you could update when fertility gets low or your realm grows.
You would be getting every nomad on the steppe moving automatically every 6 months. That many characters moving at once might hurt performance.
 
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Winter severity causing fertility decline and terrain types having different fertility growth modifiers would be a good abstraction of the phenomenon. From my understanding fertility is extracted from where it is available. So at summer the steppe would have more fertility growth than the desert but at winter the opposite would be true.
 
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So, my day job is as a professor of medieval history, and one of my specialties is Mongol history. I have lots of comments - this is a first draft of ideas I am working with, I will be workshopping and expanding these elsewhere.

Strong Additions: What Works Well

Might & Obedience: The Might and Obedience systems do an excellent job of capturing the core of Mongol rule—where power wasn’t just about land but about people, submission, and the ability to enforce dominance. Might reflects the steppe reality that strength was measured in warriors and mobility rather than static borders, while Obedience reinforces the idea that rule was based on loyalty, fear, and rewards rather than bureaucratic administration. Together, they create a dynamic system that feels true to how the Mongols expanded and maintained their empire, balancing ruthless conquest with strategic governance.

Tributaries: Replacing “Vassals” with “Subjects” and adjusting the mechanics to fit nomadic governance is a welcome change. The distinction between Nomadic Tributaries, who pay in livestock, and Settled Tributaries, who provide gold, adds an extra layer of authenticity. Well done.

Confederations: This system is a great addition, as it mirrors the real-life political shifts seen during Temujin’s rise. Alliances were often fluid, formed to counterbalance the most powerful faction, and this mechanic reflects that well.

Raid Intents: The ability to declare Raid Intents is fantastic. However, there’s one historically significant aspect missing: raiding to acquire wives or concubines. This was an essential part of Mongol history, affecting figures like Temujin’s wife and his mother. A specific Bride Raiding intent would add depth and historical accuracy.

Land & Special Holdings: The idea that Mongol rulers don’t build structures in fixed holdings, but instead rely on a mobile Domicile, is spot on. Nomadic power was built on movement and adaptability, not static fortifications.


Room for Improvement: Historical Adjustments Needed

1. Herd Mechanics: A Solid Foundation, But the Numbers Are Off

One of the most impressive aspects of the Dev Diary is the Herd system, which makes perfect sense as a core mechanic for steppe gameplay. Herds function as both an economic and military resource—directly impacting the number of men-at-arms a ruler can field—which is a great design choice. However, the current numbers feel too low.

The Dev Diary shows that with a herd of 965 animals, a ruler can field 579 Horde Riders. This is far below historical reality. Steppe societies managed vast numbers of horses per warrior. John of Plano Carpini, a 13th-century European envoy, estimated that each Mongol warrior had between 3 and 10 horses at their disposal. Rashid al-Din, a Persian historian writing a century later, noted some warriors had up to 20 mounts. This allowed them to rotate horses for endurance. Higher-tier cavalry should require more horses, but also deliver superior combat performance.


2. Renaming the Lands: A Small Change with Big Impact

One of the best aspects of the update is the renaming of steppe regions to reflect their actual tribal structures. Instead of artificial duchies and counties, we now see “The Naiman” or “The Borjigin Mongols.” This change reinforces the fact that steppe power was organized around shifting tribal alliances rather than fixed territorial claims.

That said, the map still needs some key tribes to fully capture the story of Genghis Khan’s rise. The Merkit and the Tatars are missing, even though they played pivotal roles. A slight map expansion eastward to include them—and to connect with the Tanguts—would greatly enhance historical immersion. Additionally, a special province representing Burkhan Khaldun, Genghis Khan’s sacred mountain, would be a nice touch. It should grant prestige and piety but remain uninhabitable.


3. Migration Mechanics: Two Systems Are Being Confused

This is the most frustrating part of the Dev Diary. The migration system as described conflates two distinct historical realities:

  1. Annual Nomadic Migration – Mongols and other steppe peoples moved seasonally, shifting between winter valleys and summer pastures. This was a structured, predictable cycle, not a chaotic upheaval.
  2. Climate-Driven Large-Scale Migrations – The Dev Diary suggests that climate hardship was a primary driver of Mongol expansion. However, this is backward. The Mongols rose to power during a period of favorable climate conditions that allowed them to support a larger, more specialized population. The Mongol Empire’s decline, by contrast, coincided with worsening climate conditions.
Separating these mechanics into Seasonal Migration and Crisis Migration would more accurately reflect historical patterns.

Additional Suggestions

  • Qurultais Should Be More Frequent: Right now, Qurultais seem limited to succession. In reality, they were also called before major invasions or political decisions.
  • More Steppe Characters: At present, we only have Ong Khan and a baby Subedei. More historical figures would flesh out the world.
  • Relaxed Inter-Religious Marriage Rules for Nomads: Historically, steppe rulers married across religious lines far more freely than their settled counterparts.

In fact we have Kuchlug in Temujin's court. I don’t know where his father goes. Other famous or infamous characters may be Jelme, as well as commanders of Kheshig: Muqali, Boroqul, Bo'orchu and Chormaqan.
 
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In fact we have Kuchlug in Temujin's court. I don’t know where his father goes. Other famous or infamous characters may be Jelme, as well as commanders of Kheshig: Muqali, Boroqul, Bo'orchu and Chormaqan.
Yes, but no Jebe or Jamukha, none of the Tatars or Merkit, Hoelun's first husband is missing, as is Tayang Khan. Really its the fact I can't play Jamukha that makes me the most frustrated.
 
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Let's say you have 5 pops in a county, 1 of culture A and 4 of culture B.

Let's say you don't have pops, but instead you have 20% culture A and 80% culture B.

What's the meaningful difference?

I just don't see how pops are "absolutely necessary."
The meaningful difference is DEVELOPMENT. It's just an arbitrary number when a place's development is always tied to people and the infrastructure. You won't find a metropolis with only 10 people in it. More people increased infrastructure and production, hence high development.

Then there is the concept of "popular opinion" in the game and popular opinion which has been an arbitrary number. 20% culture A (and faith), if it's your culture and your faith they will be more rebellious if your acceptance is low and your faith is evil to culture B. So instead of flat binary, Here is a negative popular opinion because you didn't convert these people to your faith, and it will magically drop to 0 once you press the button, you'll have a more granular and organic conversion. So now, you're popular opinion will depend on these people of Culture A and B.

And this is the most important part!
People move! If your cultural acceptance and popular opinion are low, then people will move to places where it is better for them, hampering the development of that place, while those who stay or do not have any other place to go OR for people with certain tradition (like, fierce independence, giving more meaning to this tradition than just, "here unique MAA"), will rebels until they're treated better or their need is fulfilled. This is give a reason for people to migrate, and might even cause another problem for a neighboring ruler.

This is ONLY on the county level mind you! There are so many ideas that you can create (especially if we're getting resources and economy), and everything will improve your interaction with the map,and your character, and it will even give the people that live in your land more personality because they are "alive". (And this is basically what the paradox team repeatedly said what their target is)
 
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I agree. I understand why people might want a POP system, but I'll restate my earlier point that it feels like inserting a ton of needless granular detail for it's own sake
It is not needless. CK3 dev said the problem with implementing a resources system in the game is that medieval rulers did not actively "engage" in trading (like there is no a state law to trade certain resources), because it is the PEOPLE who trade. There is so many thing you can open up by having a pop system (from law because now you have people of different cultures as your target, traditions because as I explained on my comment above these pop will "behave" differently) and everything will make your map more alive than it is which only showed a difference in color if someone conquers a land or plague hit (Oh, and "quarantine" and plague resistance randomness can also be fixed with pop system, improving the plague sytem in general)

It's not just about being granular, but what POP sytem can develop into.
 
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The meaningful difference is DEVELOPMENT. It's just an arbitrary number when a place's development is always tied to people and the infrastructure. You won't find a metropolis with only 10 people in it. More people increased infrastructure and production, hence high development.

Then there is the concept of "popular opinion" in the game and popular opinion which has been an arbitrary number. 20% culture A (and faith), if it's your culture and your faith they will be more rebellious if your acceptance is low and your faith is evil to culture B. So instead of flat binary, Here is a negative popular opinion because you didn't convert these people to your faith, and it will magically drop to 0 once you press the button, you'll have a more granular and organic conversion. So now, you're popular opinion will depend on these people of Culture A and B.

And this is the most important part!
People move! If your cultural acceptance and popular opinion are low, then people will move to places where it is better for them, hampering the development of that place, while those who stay or do not have any other place to go OR for people with certain tradition (like, fierce independence, giving more meaning to this tradition than just, "here unique MAA"), will rebels until they're treated better or their need is fulfilled. This is give a reason for people to migrate, and might even cause another problem for a neighboring ruler.

This is ONLY on the county level mind you! There are so many ideas that you can create (especially if we're getting resources and economy), and everything will improve your interaction with the map,and your character, and it will even give the people that live in your land more personality because they are "alive". (And this is basically what the paradox team repeatedly said what their target is)

It is not needless. CK3 dev said the problem with implementing a resources system in the game is that medieval rulers did not actively "engage" in trading (like there is no a state law to trade certain resources), because it is the PEOPLE who trade. There is so many thing you can open up by having a pop system (from law because now you have people of different cultures as your target, traditions because as I explained on my comment above these pop will "behave" differently) and everything will make your map more alive than it is which only showed a difference in color if someone conquers a land or plague hit (Oh, and "quarantine" and plague resistance randomness can also be fixed with pop system, improving the plague sytem in general)

It's not just about being granular, but what POP sytem can develop into.
I understand this, but I don't really think that the game needs or would necessarily benefit from these things. I personally feel that a lot of this would distract for the core game, and we'd end up with something that's less "Crusader Kings" and more "Victoria with medieval paint".
 
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I understand this, but I don't really think that the game needs or would necessarily benefit from these things. I personally feel that a lot of this would distract for the core game, and we'd end up with something that's less "Crusader Kings" and more "Victoria with medieval paint".
I understand what you are saying, but you get that backwards. You are a king because there are people, Victoria is about geopolitics, industrialism, which is not something I said or alluded to. Interactions with people are not Victoria or Victorian things, it is MEDIEVAL things where you actually see the people while as history move to the future(or present, I should say), the government treated humans as more and more about statistics and less about living beings.

And before I go away further off-topic, let me just say my original point, something like migration, you can't just represent them as a modifier or it would be lacking, and would be implemented better (and even open further development potential) with pop system. The only downside I could see is performance, but then again, any improvement in the game will be taxing for the engine, and most requested features like Trade, Resources, Law, etc, would work better with pop system if you want to make them faithful to how it works in Medieval time anyway.
 
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I understand what you are saying, but you get that backwards. You are a king because there are people, Victoria is about geopolitics, industrialism, which is not something I said or alluded to. Interactions with people are not Victoria or Victorian things, it is MEDIEVAL things where you actually see the people while as history move to the future(or present, I should say), the government treated humans as more and more about statistics and less about living beings.

And before I go away further off-topic, let me just say my original point, something like migration, you can't just represent them as a modifier or it would be lacking, and would be implemented better (and even open further development potential) with pop system. The only downside I could see is performance, but then again, any improvement in the game will be taxing for the engine, and most requested features like Trade, Resources, Law, etc, would work better with pop system if you want to make them faithful to how it works in Medieval time anyway.
My apologies if I misunderstood or mischaracterized your point. I understand why you want a pop system (so that things like migration and taxes can be represented in a more detailed manner). My assertion is that the game doesn't need a detailed representation of these things in the first place.
 
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